}
}
-/* Reallocate a buffer a update all resource bindings where the buffer is
- * bound.
- *
- * This is used to avoid CPU-GPU synchronizations, because it makes the buffer
- * idle by discarding its contents. Apps usually tell us when to do this using
- * map_buffer flags, for example.
- */
-static void si_invalidate_buffer(struct pipe_context *ctx, struct pipe_resource *buf)
+static void si_rebind_buffer(struct pipe_context *ctx, struct pipe_resource *buf,
+ uint64_t old_va)
{
struct si_context *sctx = (struct si_context*)ctx;
struct r600_resource *rbuffer = r600_resource(buf);
unsigned i, shader;
- uint64_t old_va = rbuffer->gpu_address;
unsigned num_elems = sctx->vertex_elements ?
sctx->vertex_elements->count : 0;
- /* Reallocate the buffer in the same pipe_resource. */
- r600_alloc_resource(&sctx->screen->b, rbuffer);
-
/* We changed the buffer, now we need to bind it where the old one
* was bound. This consists of 2 things:
* 1) Updating the resource descriptor and dirtying it.
}
}
+/* Reallocate a buffer a update all resource bindings where the buffer is
+ * bound.
+ *
+ * This is used to avoid CPU-GPU synchronizations, because it makes the buffer
+ * idle by discarding its contents. Apps usually tell us when to do this using
+ * map_buffer flags, for example.
+ */
+static void si_invalidate_buffer(struct pipe_context *ctx, struct pipe_resource *buf)
+{
+ struct si_context *sctx = (struct si_context*)ctx;
+ struct r600_resource *rbuffer = r600_resource(buf);
+ uint64_t old_va = rbuffer->gpu_address;
+
+ /* Reallocate the buffer in the same pipe_resource. */
+ r600_alloc_resource(&sctx->screen->b, rbuffer);
+
+ si_rebind_buffer(ctx, buf, old_va);
+}
+
/* Update mutable image descriptor fields of all bound textures. */
void si_update_all_texture_descriptors(struct si_context *sctx)
{
sctx->b.b.set_sampler_views = si_set_sampler_views;
sctx->b.b.set_stream_output_targets = si_set_streamout_targets;
sctx->b.invalidate_buffer = si_invalidate_buffer;
+ sctx->b.rebind_buffer = si_rebind_buffer;
/* Shader user data. */
si_init_atom(sctx, &sctx->shader_userdata.atom, &sctx->atoms.s.shader_userdata,